• Hey Guest. Check out your NeoGAF Wrapped 2025 results here!

Digital Foundry initial analysis of Battlefront beta (PS4)

Well, my eyes don't catch the limitations of graphical techniques nearly as well as yours do, but this is definitely pretty impressive. Also, are you running this game maxed out? Looks simply amazing.
Yeah, runs very well (120 fps on ultra @ 1080p!) and definitely has great materials and effects work.
considering amd beats nvidia in this game theres probably not much use of tessellation.

Totally depends on the tessellation factor.

I think I can 99% say that the game uses tesselation for the ground: with a very low distance and low tesselation factor though. Hence why it is rather spiky on closer inspection.

I made a video showing the tessellation factor changing as well as it sillhouetting. It cannot be POM like DF states. Sadly, I cannot find a moment of rest to actually investigate it more as storm troopers spawn constantly :/
Video link
 
Played a couple rounds on my 1080p monitor, nowhere near as bad as I was expecting. A little blurry but a lot better than other 900p games I've played. Before I upgraded my GPU I had to play TW3 at 900p sometimes and that was really off-putting, this isn't anywhere near as bad.
 
Played a couple rounds on my 1080p monitor, nowhere near as bad as I was expecting. A little blurry but a lot better than other 900p games I've played. Before I upgraded my GPU I had to play TW3 at 900p sometimes and that was really off-putting, this isn't anywhere near as bad.

This game has far less sub pixel features mainly due to art decisions. There is little to no vegetation which would cause a lot of problems at subnative.
 
Played today on my X1, huge improvement from Battlefield Hardline (probably thanks to art decisions), but still doesn't look that hot.
 
Looks good and more importantly its fun to play... But i confess that i tought it would look better, from the videos i watched before. Its a beta tough..
 
hehe, yeah.

Remember that zero aliasing release trailer?

CLEARLY HOW IT LOOKS

edit: I want to point out now that I found the level of geometry to be unrealistic in the release trailer. Endor will be the ultimate test.

everything about it was fake imo. i dont think you will ever see those models and assets at any point during actual gameplay at the lod level shown. the animations were fake too. but yeah, if dice cant even develop a TAA that suppresses jaggies in nearly the lowest contrast scenes possible, no way is the forest map not going to look awful.
 
pretty sure that resolution goes down over time, not up. devs start to push for more SFX and something's gotta give...

Can you give examples for this gen? Even when Sony's 1st party pushes the system, they maintain a 720P (PS3) or 1080P (PS4) base line for resolution.

The only 3rd party game that I know got worse over time, resolution wise, was Call of Duty games on last gen systems and that was due to an old engine being kept used.

Also DICE/EA have kept the same resolution for these systems since BF4. Where have they dropped resolution any lower or any other dev? The only "similar" thing I've seen is dynamic resolution which is not really the same thing.
 
This is more likely just the beginning. Remember how last gen came with more and more subHD titles as the gen dragged on?
That's not true at all, there were more 720p games as the generation went on. This has been corrected several times on this forum.....

GTA 4-sub hd (PS3) to GTA5 720p.....The latter was much bigger, more richly detailed.

Halo 3 subhd - Halo 4 720p

PGR3 subhd to PGr4 720p

Need For Speed Most Wanted Sub HD to all the other games except the run at 720p (pro street, undercover, shift 1, shift 2, hot pursuit etc...) a lot of these games looked much better than most wanted.

Besides, the majority of games on the systems were native rez, where the standard was 720p at the time. Yet they were many games which were higher than that rez (1600*1080, 1280*1080, 1440*1080 and a few games at 1080p native, mostly on the PS3.
 
DF is bent on a parity agenda. In the X1 vid they've just put up, Tom Morgan infers that the devs have been lazy:
We had expected DICE to optimise its engine to push X1s image quality higher given it’s been two years since Battlefield 4.

Come on Digital Foundry - Battlefront is a cutting edge PC game (with a massive scale) being squeezed onto consoles. That it runs closer to a true 60 FPS than BF4 is quite a feat. Parity is neither laudable or achievable when the platforms differ. Please stop encouraging devs to shoot for 30fps mediocrity.
 
DF is bent on a parity agenda. In the X1 vid they've just put up, Tom Morgan infers that the devs have been lazy:


Come on Digital Foundry - Battlefront is a cutting edge PC game (with a massive scale) being squeezed onto consoles. That it runs closer to a true 60 FPS than BF4 is quite a feat. Parity is neither laudable or achievable when the platforms differ. Please stop encouraging devs to shoot for 30fps mediocrity.

Its not a cutting edge pc game
 
DF is bent on a parity agenda. In the X1 vid they've just put up, Tom Morgan infers that the devs have been lazy

Normally I defend DF when people imply that they are biased, but it is a little strange to see them encourage graphical parity between the PS4 and Xbox One.
 
Normally I defend DF when people imply that they are biased, but it is a little strange to see them encourage graphical parity between the PS4 and Xbox One.

I'm fond of their work and their tools, though the parity agenda goes against everything that a techno-metrics site should stand for. DF should be applauding devs that push the envelope for the respective platforms. Instead, technically mediocre, parity driven titles (typically 30fps) are held up as shining examples to the industry (Destiny & Mad Max come to mind).
 
I dont get how some people in this thread seem to prefer 1080p/30 over 900p/60. You guys must have bad vision or something because 30fps will always be blurrier than 60fps on LCD.
 
Played a bit last night, looked pretty sharp considering it's 900p on PS4 but I think my TV's reality creation played a part in that.
 
Yeah, runs very well (120 fps on ultra @ 1080p!) and definitely has great materials and effects work.




I think I can 99% say that the game uses tesselation for the ground: with a very low distance and low tesselation factor though. Hence why it is rather spiky on closer inspection.

I made a video showing the tessellation factor changing as well as it sillhouetting. It cannot be POM like DF states. Sadly, I cannot find a moment of rest to actually investigate it more as storm troopers spawn constantly :/
Video link

That's neat !
 
Very pleased with the tech of the beta so far(Ps4).
Splitscreen beeing 30FPS is a bummer though.
Its jarring to go from 60FPS gameplay to 30FPS.
I have no problem with 30FPS when I can get used to it, Destiny for example. WHen I play that after some time I don't even notice the 30FPS anymore. But when I constantly switch between 60FPS and 30FPS its bothering me quite a bit.
 
I have a bit higher hopes based off of the high vegetation areas in Dragon Age Inquisition. Obviously an older version of the engine in a different setting but there were some areas with a substantial amount of varied vegetation without shimmering or a performance hit. Hopefully that carries through.

Let's hope you are right then.

Anyone care to replicate the tessellation video above? If one were to set it up correctly on PS4 or xb1 (i.e. same area and movement)... then we couldunderstand the tessellation distances in in this game on all platforms.
Very pleased with the tech of the beta so far(Ps4).
Splitscreen beeing 30FPS is a bummer though.
Its jarring to go from 60FPS gameplay to 30FPS.
I have no problem with 30FPS when I can get used to it, Destiny for example. WHen I play that after some time I don't even notice the 30FPS anymore. But when I constantly switch between 60FPS and 30FPS its bothering me quite a bit.

PC does not even have split screen to my knowledge (who the fuck knows why though, what a bad decision). So that is something.
 
PC does not even have split screen to my knowledge (who the fuck knows why though, what a bad decision). So that is something.
Hm, I doubt it would be much work to keep the splitscreen mode in the PC version. Weird decison to cut it, even though splitscreen on PC is probably a less popular feature than it is on console.

Its sad that splitscreen isn't popular anymore. I grew up playing mostly splitscreen. 95% of my time spent with all the Halo games was in splitscreen for example, but today you barely find any games with splitscreen modes anymore(thank god for indie games, though), and if AAA games have them they're lackluster.
 
It looks ok on PS4, can't say I'm impressed, at least it seems to perform well.

The lighting and materials are what impress me. The lighting on the environment and storm troopers looks great. The audio is also top notch (once you switch it to Narrow, screw that quiet compression).
 
Not enough people will play splitscreen on PC to warrant the work of tailoring it to all the potential configurations. It's pretty simple.
I really do not think that is true. Also, "tailoring to all the configurations". APIs, the base game engine, etc... all make that statement redundant.
 
I think I can 99% say that the game uses tesselation for the ground: with a very low distance and low tesselation factor though. Hence why it is rather spiky on closer inspection.

I made a video showing the tessellation factor changing as well as it sillhouetting. It cannot be POM like DF states. Sadly, I cannot find a moment of rest to actually investigate it more as storm troopers spawn constantly :/
Video link

I don't suppose there's any chance the tessellation level differs on AMD / console hardware?
 
I don't suppose there's any chance the tessellation level differs on AMD / console hardware?

IDK, no one has came up with any comparison vids yet for console or AMD hardware. I imagine the distance at which tessellation starts ramping up is closer to the camera on console presets though.
 
IMO it is one of the best looking games I've seen, lighting and material surfaces are really outstanding. The sound is also great.
 
Played Tattoine Survival

Game definitely uses tessellation and practically on the every surface!
https://a.pomf.cat/imbrrz.webm

LOD on High is really noticeable, practically only Ultra is viable.
Best texture work of any game i've seen, just wow at the quality.
Particles are awesome, but i hate that sparks do not collide with anything, it breaks immersion a lot ;/

Hit reactions on NPCs are amazing.

Game is quite light on CPU in missions, i had like 50-55% utilization on i5 2500k@4ghz.
 
Top Bottom